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Introducing Introducing Introducing

THE THE THE


BRAINS MUSCLE CHARM

a playbook for a playbook for a playbook for

DAYLIGHT ROBBERY DAYLIGHT ROBBERY DAYLIGHT ROBBERY


© Moriarty Games 2016 © Moriarty Games 2016 © Moriarty Games 2016

"It's all going according to plan." "Let's be bad guys." "Any of you fucking pricks move, and I’ll execute
To create the brains circle one name, one fashion, one weapon and one intrusion To create the muscle circle one name, one fashion, one weapon and one intrusion every motherfucking last one of ya!"
(of the type chosen); blunt-1, sharp+1, hot=0, loud+1, add 1 to one; get all the basic (of the type chosen); blunt+1, sharp-1, hot+1, loud=0, add 1 to one; get all the basic
and brain moves you’re entitled to according to the heat counters. and muscle moves you’re entitled to according to the heat counters. To create the charm circle one name, one fashion, one weapon and one intrusion
(of the type chosen); blunt+1, sharp=0, hot-1, loud+1, add 1 to one; get all the basic
Michael Sophie Christophe Crystal Nathan Maria Mr/Ms Green Basher Clarice Damien Bella Carmichael Mick Mr/Ms Pink and charm moves you’re entitled to according to the heat counters.

Street Formal High Industrial Practical Elegant Daring Practical Rugged Haphazard Industrial Military Unremarkable Lola Malcolm Meena Sean Patricia Danny Mr/Ms Black
.35 Magnum Sawn-off Glock and Baseball Bat Uzi Lots of Knives Automatic Shotgun Assault Rifle Twin Machine Pistols LMG Crowbar High Fashion Elegant Sexy Formal Party Punk Business
Beretta 92FS Carbine AR-15 Six-shooter Colt Python Katana
SUBTLE INTRUSIONS OBVIOUS INTRUSIONS SUBTLE INTRUSIONS OBVIOUS INTRUSIONS
• in disguise approaching the front • kicking in a side entrance • on a zip line onto the roof • on a zip line through a window SUBTLE INTRUSIONS OBVIOUS INTRUSIONS
• in an unmarked van just outside • abseiling down from the roof • with a weapon to a hostage’s throat • suddenly revealing yourself and • in disguise, accompanied by VIPs • flirting with then hitting a guard
• slipping inside a back entrance • straight through the front door • through a sewer or basement threatening everyone around you
• getting on well with menials • letting someone know you’re armed
• arriving in style, but incognito • shooting something while jumping

BLUNT SHARP HOT LOUD BLUNT SHARP HOT LOUD

OPENING GAMBIT OPENING GAMBIT BLUNT SHARP HOT LOUD

Kit Bag: when you need a specific piece of equipment that could fit inside a duffel Large and in Charge: when you shout, threaten or otherwise act in an
bag, roll+sharp. On a 10+, you got it. On a 7-9, you got something pretty much like aggressive and over the top way, take +1 forward. OPENING GAMBIT
it. On a miss, you ain’t got it, and you take –1forward. Everyone Take a Breath: when you, or one of your crew you can see and talk
Boom Boom Shake the Room: you have a stock of explosives with you.
THE THICK OF IT Describe what kind and how they’re triggered (timer, remote, proximity, etc) to, would raise heat, you can instead accept a complication.
Mastermind: when you get access to a new source of information about your THE THICK OF IT Rockstar Criminal: when you make an eloquent and compelling speech to
target or the location, roll+sharp. On a hit, you get to ask the MC questions. On a witnesses or cops, they can’t do shit except watch and listen. You command their
Bug Out: when you name your escape route, roll+blunt. On a 10+, sweet you’re
10+, ask 3. On a 7-9, ask 1: absolute attention. If you want, you can exempt specific individuals.
gone. On a 7-9, you can go or stay, but if you go it costs you: leave something behind,
• where’s my best escape route/way in/way past? take something with you, the MC will tell you what. On a miss, you’re caught THE THICK OF IT
• what is the biggest threat? vulnerable and raise heat, half in and half out.
Stockholm Syndrome: when you’re nice and charming to a civilian, roll+loud.
• what should I be on the lookout for? Stare Down: when you enter a charged situation, roll+hot. On a 10+, hold 2. On a On a 10+, you win them over, and they’ll help out until you fuck them over. On a 7-9,
• who’s here I don’t know about? 7-9, hold 1. Spend your hold 1 for 1 to make eye contact with an NPC present, who they’re not actively hating you, and they’ll do something easy for you.
flinches or freezes and can’t take action until you break it off. On a miss, everyone
• what do the cops/security intend to do? there knows you’re the biggest threat.
Where is That Fucker?: when you need a specific individual who might be on
location, roll+loud. On a hit, you find them or they come to you. On a 10+, you take
END OF THE LINE END OF THE LINE +1forward with them. On a miss, someone you don’t want to see finds you instead,
Stalling Tactics: as long as you are talking to the hostage negotiator, whenever Dead to Rights: when you get violent, roll+blunt. On a 10+, name one person and you raise heat.
someone would raise heat, roll+sharp. On a 10+, they don’t raise heat. On a 7-9, who’ll die, and one who’ll live. On a 7-9, name one person who’ll die OR one who’ll END OF THE LINE
they don’t raise heat, but the call ends. On a miss, the negotiator realises what’s live. Only name NPCs: the MC will make it happen if they can.
going on, ends the call, and you raise heat yourself. Smooth as Shit: when you get shit done, roll+loud instead of +hot.
Boom Motherfucker: when you remove an obstacle with explosives, everyone
Here Comes the Cavalry: when you’re ready to leave, tell the MC to make you on your crew takes +1forward.
I Make Promises, Not Threats: executing a hostage makes any demand you
an exit. They’ll make you one, but it’ll be hard, messy and dangerous. have reasonable to a witness.
OPENING GAMBIT OPENING GAMBIT OPENING GAMBIT
When you remove an obstacle loudly, obviously or with great force, When you remove an obstacle loudly, obviously or with great force, When you remove an obstacle loudly, obviously or with great force,
roll+blunt. On a 10+, it ain’t an obstacle no more, but you raise heat. On a roll+blunt. On a 10+, it ain’t an obstacle no more, but you raise heat. On a roll+blunt. On a 10+, it ain’t an obstacle no more, but you raise heat. On a
7-9, it’s not in the way, but you raise lots of heat. 7-9, it’s not in the way, but you raise lots of heat. 7-9, it’s not in the way, but you raise lots of heat.
When you explain how you accounted for something in your plans, When you explain how you accounted for something in your plans, When you explain how you accounted for something in your plans,
roll+sharp. On a 10+, you get to explain what you prepped to deal with roll+sharp. On a 10+, you get to explain what you prepped to deal with roll+sharp. On a 10+, you get to explain what you prepped to deal with
this situation, and the MC explains why it’s not as simple as that. On a this situation, and the MC explains why it’s not as simple as that. On a this situation, and the MC explains why it’s not as simple as that. On a
7-9, you explain what you wanted to prep and how it went wrong, and 7-9, you explain what you wanted to prep and how it went wrong, and 7-9, you explain what you wanted to prep and how it went wrong, and
the MC tells you what you have instead. On a miss, you explain what you the MC tells you what you have instead. On a miss, you explain what you the MC tells you what you have instead. On a miss, you explain what you
wanted to prep, and the MC explains how it’s fucking you over right now. wanted to prep, and the MC explains how it’s fucking you over right now. wanted to prep, and the MC explains how it’s fucking you over right now.

When you get shit done when the heat is on, roll+hot. On a hit, you get it When you get shit done when the heat is on, roll+hot. On a hit, you get it When you get shit done when the heat is on, roll+hot. On a hit, you get it
done. On a 7-9, you flinch, hesitate, or stall: the MC can offer you a worse done. On a 7-9, you flinch, hesitate, or stall: the MC can offer you a worse done. On a 7-9, you flinch, hesitate, or stall: the MC can offer you a worse
outcome, a hard bargain, or an ugly choice. outcome, a hard bargain, or an ugly choice. outcome, a hard bargain, or an ugly choice.
When you make reasonable demands of someone, roll+loud. For NPCs, When you make reasonable demands of someone, roll+loud. For NPCs, When you make reasonable demands of someone, roll+loud. For NPCs,
on a 10+, they give in. On a 7-9, they try to do what you want, but they on a 10+, they give in. On a 7-9, they try to do what you want, but they on a 10+, they give in. On a 7-9, they try to do what you want, but they
hesitate, screw up, or draw attention. For PCs, they choose 1: hesitate, screw up, or draw attention. For PCs, they choose 1: hesitate, screw up, or draw attention. For PCs, they choose 1:
• they acquiesce to your most reasonable demands • they acquiesce to your most reasonable demands • they acquiesce to your most reasonable demands
• they raise heat • they raise heat • they raise heat
• they accept a complication • they accept a complication • they accept a complication

THE THICK OF IT THE THICK OF IT THE THICK OF IT


When you check on the cops, roll+sharp. On a 10+, the MC tells you what When you check on the cops, roll+sharp. On a 10+, the MC tells you what When you check on the cops, roll+sharp. On a 10+, the MC tells you what
they’re up to, and what they haven’t covered yet. On a 7-9, you find out they’re up to, and what they haven’t covered yet. On a 7-9, you find out they’re up to, and what they haven’t covered yet. On a 7-9, you find out
what’s going on, but you attract attention you didn’t need. what’s going on, but you attract attention you didn’t need. what’s going on, but you attract attention you didn’t need.
When you release a hostage as a show of good faith, roll+loud. On a When you release a hostage as a show of good faith, roll+loud. On a When you release a hostage as a show of good faith, roll+loud. On a
10+, you lower heat, and get +1 forward to your next attempt to make 10+, you lower heat, and get +1 forward to your next attempt to make 10+, you lower heat, and get +1 forward to your next attempt to make
reasonable demands of someone. On a 7-9, you just get the +1. reasonable demands of someone. On a 7-9, you just get the +1. reasonable demands of someone. On a 7-9, you just get the +1.
When you grab the target of the heist, roll+hot. On a 10+, you got it, you When you grab the target of the heist, roll+hot. On a 10+, you got it, you When you grab the target of the heist, roll+hot. On a 10+, you got it, you
can’t lose it, it’s yours. On a 7-9, serious force, brutality, danger, threat or can’t lose it, it’s yours. On a 7-9, serious force, brutality, danger, threat or can’t lose it, it’s yours. On a 7-9, serious force, brutality, danger, threat or
scariness would be needed to separate you from it. scariness would be needed to separate you from it. scariness would be needed to separate you from it.

END OF THE LINE END OF THE LINE END OF THE LINE


When you remove an obstacle loudly, obviously or with great force, When you remove an obstacle loudly, obviously or with great force, When you remove an obstacle loudly, obviously or with great force,
roll+blunt. On a 12+, you remove the fuck out of that obstacle, and roll+blunt. On a 12+, you remove the fuck out of that obstacle, and roll+blunt. On a 12+, you remove the fuck out of that obstacle, and
another obstacle you name that could be connected. You still raise heat another obstacle you name that could be connected. You still raise heat another obstacle you name that could be connected. You still raise heat
(sorry). (sorry). (sorry).
When you explain how you accounted for something in your plans, When you explain how you accounted for something in your plans, When you explain how you accounted for something in your plans,
roll+sharp. On a 12+, you prepped exactly for this shit, and it works out roll+sharp. On a 12+, you prepped exactly for this shit, and it works out roll+sharp. On a 12+, you prepped exactly for this shit, and it works out
how you think it should. Better yet, you get something out of it: gear, a how you think it should. Better yet, you get something out of it: gear, a how you think it should. Better yet, you get something out of it: gear, a
weapon, an ally, an opening, whatever. weapon, an ally, an opening, whatever. weapon, an ally, an opening, whatever.
When you get shit done when the heat is on, roll+hot. On 12+, you find When you get shit done when the heat is on, roll+hot. On 12+, you find When you get shit done when the heat is on, roll+hot. On 12+, you find
your perfect moment and everything falls away apart from your task. You your perfect moment and everything falls away apart from your task. You your perfect moment and everything falls away apart from your task. You
get that shit done, no questions asked, and the MC will offer you a better get that shit done, no questions asked, and the MC will offer you a better get that shit done, no questions asked, and the MC will offer you a better
outcome, a respite from the heat or a moment of true badassery. outcome, a respite from the heat or a moment of true badassery. outcome, a respite from the heat or a moment of true badassery.
When you make reasonable demands of someone, roll+loud. On a 12+, When you make reasonable demands of someone, roll+loud. On a 12+, When you make reasonable demands of someone, roll+loud. On a 12+,
only if they’re an NPC, they do it, and they recognise that you’re the guy only if they’re an NPC, they do it, and they recognise that you’re the guy only if they’re an NPC, they do it, and they recognise that you’re the guy
they should be listening to from this point on. They not only won’t get in they should be listening to from this point on. They not only won’t get in they should be listening to from this point on. They not only won’t get in
your way, they’ll actually help out and cover for you. Something in them your way, they’ll actually help out and cover for you. Something in them your way, they’ll actually help out and cover for you. Something in them
has snapped, and they’re convinced the best way to live through this shit has snapped, and they’re convinced the best way to live through this shit has snapped, and they’re convinced the best way to live through this shit
is to give you what you want. is to give you what you want. is to give you what you want.
Introducing Introducing Introducing
THE
THE MC
PROFESSIONAL
THE
HEIST
a playbook for a playbook for a playbook for

DAYLIGHT ROBBERY DAYLIGHT ROBBERY DAYLIGHT ROBBERY


© Moriarty Games 2016 © Moriarty Games 2016 © Moriarty Games 2016
Among your group, pick one target and one location. Decide if you're going in It’s been planned, now they just have to pull it off. In Daylight Robbery
"Just another day on the job." subtle or obvious, and everyone picks intrusions to match. the players are criminals breaking into a prominent building to steal
To create the professional circle one name, one fashion, one weapon and one HEIST TARGET HEIST LOCATION something of great value. The question now is: can they get the goods
intrusion (of the type chosen); blunt=0, sharp+1, hot+1, loud-1, add 1 to one; get all and get out before the SWAT teams break down the doors and everyone
the basic and professional moves you’re entitled to according to the heat counters. • a million dollars in non-sequential • a large metropolitan bank
unmarked bills
gets blown to hell?
• the headquarters of big corporation
Gerard Henna Marcus Julia Mr/Ms White Kim Stone Drummer • a piece of artwork worth millions Make sure everyone has a playbook, and put the heist playbook in the
• a five-star hotel
middle of the table. They players should then pick a Heist Target, a Heist
Formal Incognito Tactical Turtleneck Military Thug • a suitcase full of hard drugs • a Swiss ski resort Location, and make the choices on their own playbooks. If they’re taking
• the teenage daughter of a
Twin 9mms Sniper Rifle Assault Rifle Shock Baton Silenced Pistol
• a Las Vegas casino too long, start a 30 second timer and tell them you’ll pick for them if
billionaire
• a notable art gallery they don’t get it done by then. This is good training for what is about to
• the head of Alfredo Garcia happen.
SUBTLE INTRUSIONS OBVIOUS INTRUSIONS • the palatial estate of a foreign
• a priceless diamond dignitary Regardless of what target and location gets picked, all heist locations can
• crawling through an air vent • torturing some shit in a side room • a leather briefcase containing • an embassy during an elegant party be broken down into four areas:
• disguised as a delivery person • jumping out of a moving vehicle something of astonishing value
• an exclusive jewellery shop • the periphery is the exterior of the building, the grounds of the location
• climbing over a wall • smashing through a window • a file containing government
secrets • an opera house mid performance and areas just inside the location that are far away from anything
important and mostly unguarded. Anyone who chose a subtle intrusion
OPENING GAMBIT starts somewhere in the periphery.
You can only use your playbook or basic Opening Gambit moves. • the interior is the inside of the building but not anywhere under special
BLUNT SHARP HOT LOUD security or guard: the main lobby of a bank, the floor of a casino, etc etc.
Security guards move The security office notices
room by room. Civilians
Anyone who chose an overt intrusion starts somewhere in the interior.
The cops arrive. something isn't right, but
OPENING GAMBIT are put all in one place doesn't know what. • the secure area is the bit of the location which is actively guarded and
if possible, or otherwise secured, and which people will raise eyebrows at you just wandering
No Witnesses, No Problem: when you just murder everyone who's seen you Security guards go out to
up to this point, lower heat.
secured.
12 investigate. through: corporate offices, employee only areas, etc etc.
Now They're Blind: when you disabled the security systems of the heist • the vault is the most highly secured area of the location, and where the
Security guards heist target can be found. It doesn’t have to be a literal vault but it’s
location, roll+hot. On a 10+, hold 3. On a 7-9, hold 1. You can spend your hold 1 for
start securing
1 at any time throughout the rest of the heist to ignore the heat raised by someone always hard to gain entry to, heavily guarded and will set off alarms
vital areas. The
overcoming an obstacle. like fuck if you’re not careful. Vaults can be things like the presidential
cops are on their
THE THICK OF IT way. The first box, a panic room, a secured server room, and of course an actual bank
complication vault.
Just Like That Time: when you explain how a situation is just like another time 9 3
kicks in. Add some complications to the target and location chosen. Pick from the
you were pulling a job, you can remove an obstacle quickly, quietly and viciously
instead of loudly, obviously and with great force. It works just like removing an following list 5 which seem appropriate, and underline them. They kick
obstacle normally does but it only raises heat on a miss. off in order from first listed to last.
END OF THE LINE An old enemy or friend is also here
Consummate Professional: when you roll a hit to get shit done, you also Something else of value is also present
create an advantage, opportunity or opening that wasn’t there before. Security guards are
They know it’s a heist and
6 They’ve beefed up security since you cased the joint
Get the Job Done: when you sacrifice yourself in a last stand, and go out in a shit begins to hit the fan. The suspicious something is
blaze of glory, the crew ignores the next 3 heat raised. You might survive, but it’s building goes into lockdown, going down. A hostage or bystander tries to be a hero
bloody and you're down for the count. and they call the cops. More security guards are One of you gets shot in the stomach and it’s bad
Start here if anyone picked dispatched, and the high
an obvious intrusion. security areas get locked
Snipers start taking shots at you
down. The Feds have turned up
THE RULES THE THICK OF IT OPENING GAMBIT
The game is a conversation. All the rules do is mediate the conversation. You can use playbook and basic Opening Gambit and The Thick of It moves. When you remove an obstacle loudly, obviously or with great force,
The things that make the rules kick in are moves. The rule for moves roll+blunt. On a 10+, it ain’t an obstacle no more, but you raise heat. On a
is to do it, do it. In order for it to be a move, and for the player to roll SWAT teams arrive. The 7-9, it’s not in the way, but you raise lots of heat.
SWAT teams are on
dice, the character has to do something that counts as that move. And location is fully secured.
their way. The third When you explain how you accounted for something in your plans,
whenever the character does something that counts as that move, they First responders arrive
complication kicks in. roll+sharp. On a 10+, you get to explain what you prepped to deal with
and start securing the
do that move.
12 outside of the building. this situation, and the MC explains why it’s not as simple as that. On a
When a player does a move, they roll 2 six-sided dice, total them, and add The hostage negotiator 7-9, you explain what you wanted to prep and how it went wrong, and
the stat the move indicates. If the sum total is 6 or less, that’s a miss. If arrives if needed. the MC tells you what you have instead. On a miss, you explain what you
it’s 7 or more, it’s a hit. 7-9 is a weak hit, 10+ is a strong hit. 12+ is super Helicopters arrive and wanted to prep, and the MC explains how it’s fucking you over right now.
cool (for some moves). they cut the phone lines.
All the moves should tell you what happens on a hit, 7-9, or 10+, so When you get shit done when the heat is on, roll+hot. On a hit, you get it
follow them. A few list what happens on a miss, so follow those too. For done. On a 7-9, you flinch, hesitate, or stall: the MC can offer you a worse
the rest, it’s bad, and the character raises heat. You always raise heat on 9 3 outcome, a hard bargain, or an ugly choice.
a miss unless the move says you don’t. When you make reasonable demands of someone, roll+loud. For NPCs,
When you raise heat, mark a segment off of the current counter (start on a 10+, they give in. On a 7-9, they try to do what you want, but they
with opening gambit, go to the thick of it when that’s full, and then end hesitate, screw up, or draw attention. For PCs, they choose 1:
of the line). Start at the segment between 12:00 and 03:00, then go • they acquiesce to your most reasonable demands
clockwise. If a move says raise lots of heat, mark two segments. If it says • they raise heat
Rapid responders make
lower heat, erase the segment you marked most recently. Backup arrives, and the cops set up
a cordon around the building. The
6 their presence known to • they accept a complication
The crew don’t get shot up or killed unless you mark all the counters second complication kicks in. those inside, and try to
completely (in which case everyone is dead or fucked), or a complication enter the building. THE THICK OF IT
says they do. The crew are bad asses, they don’t get fucked up by a When you check on the cops, roll+sharp. On a 10+, the MC tells you what
rentacop. NPCs can get hurt and killed: they’re obstacles just like any
other.
END OF THE LINE they’re up to, and what they haven’t covered yet. On a 7-9, you find out
When you’re at the End of the Line, you can use any move on your playbook, and what’s going on, but you attract attention you didn’t need.
RUNNING THE HEIST all the basic moves. When you release a hostage as a show of good faith, roll+loud. On a
10+, you lower heat, and get +1 forward to your next attempt to make
Sketch out the location very roughly, and work out what the crew will SWAT teams assault the reasonable demands of someone. On a 7-9, you just get the +1.
need to do to get to the target. This should be really really vague, so you building. Criminals are all
SWAT places breaching shot or arrested. When you grab the target of the heist, roll+hot. On a 10+, you got it, you
can still play to find out what happens.
charges and get into can’t lose it, it’s yours. On a 7-9, serious force, brutality, danger, threat or
As heat rises, mark off the heat counters. The stuff the counters say position. The officer The media arrive and start
in charge makes a last filming the building. The scariness would be needed to separate you from it.
happens, happens. When you fill a counter, move to the next: the heist
effort to get the crew to hostage negotiator tries
moves into a new phase, and new moves are available for the players. to make first contact if END OF THE LINE
Apart from what happens on the counters, these are your moves as the
surrender. 12 needed. SWAT vans park When you remove an obstacle loudly, obviously or with great force,
MC: up and unload.
roll+blunt. On a 12+, you remove the fuck out of that obstacle, and
• separate them • take away their stuff another obstacle you name that could be connected. You still raise heat
The fifth and last
• capture someone • make them scavenge complication kicks (sorry).
• put someone in a spot • offer an opportunity in. When you explain how you accounted for something in your plans,
• announce off-screen badness • tell them the consequences, and ask roll+sharp. On a 12+, you prepped exactly for this shit, and it works out
• announce future badness • turn their move back on them 9 3 how you think it should. Better yet, you get something out of it: gear, a
• make a show of force • make a hard advance weapon, an ally, an opening, whatever.
• demand surrender • offer a deal When you get shit done when the heat is on, roll+hot. On 12+, you find
• introduce a third party • after every move: “what do you do?” your perfect moment and everything falls away apart from your task. You
get that shit done, no questions asked, and the MC will offer you a better
THIS GAME SWAT and cops set up a
outcome, a respite from the heat or a moment of true badassery.
Everyone within four blocks has
Daylight Robbery, this game, is made by Moriarty Games (and written by
been evacuated. 6 command station and start
When you make reasonable demands of someone, roll+loud. On a 12+,
me, Edwin Moriarty). This game is licensed under a Creative Commons fucking with the building. only if they’re an NPC, they do it, and they recognise that you’re the guy
atribution non-commercial sharealike license. If you can, if you get a National news are here. The Power and water go off. they should be listening to from this point on. They not only won’t get in
chance, it'd be awesome if you could let me know if you have fun, and Governor is on the phone. Cops The fourth complication your way, they’ll actually help out and cover for you. Something in them
secure tunnels, sewers and other kicks in.
what things you like or don't like. underground exits.
has snapped, and they’re convinced the best way to live through this shit
If you find stuff that doesn't make sense or doesn't work, just let me is to give you what you want.
know. You can get hold of me at moriartygames@gmail.com or at my
facebook page, www.facebook.com/moriartygames. There's a bunch of
other games there too.

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